R.H. [head artist on Downhill]- Artland was supposed to be the third level, due to explaining in my report. This was the final level for the game.
slideshow above shows all the assets in the artland, showing platforms and backgrounds and such. It was easier to put into a slideshow with all the assets showing for the level.
a screenshot what the level could be put out like, there is not much assets due to lack of time and hand injury; in result drawing too much.
My job now is done for the part of the project it is all explained in my personal report on the project.
R.H. [head artist on Downhill]- [will be mentioned and explained in the written report on the project].
was testing what a mountain would look like in the background of the level, the platforms are where Inkby can jump on to.
assets sprite sheet of some of the first level.
spike asset for the level.
food items for the game, i created from the GDD
R.H. [head artist on Downhill]- More updates and showing progress on the first level, all the assets are separate and can be placed within the room on Gamemaker.
Using a quick gif of Inkby (I was not in charge of drawing him or animating him).
I placed him within the scene to see the scale and how it would work out.
Coming together nicely, and the first level’s concept was working more a bright colourful town, the concept was Inkby’s hometown; i really saw this vision more than this shown above.
Added water, ocean, sands behind the rockcliff slide, and the mini bridge. This is all assets and will be put on a sprite sheet to show the assets apart, then together unlike this screenshot example.
R.H. [head artist on Downhill]- Created a health bar in photoshop, I wanted the health bar to start to chip away each time the player got hurt in the game.
A sprite sheet showing step by step of the health bar, disappearing.
[not actual speed]
The shop’s pixel assets are coming along well, with the skill section completely finished. The remaining aspects of the shop left are the cosmetic icons for the cosmetic sections, buttons, and more importantly; The background of the shop.
We were discussing the layout of the shop’s user interface, we wanted something not too complicated and easy to understand. Because the game is planned to have different tiers of skills, we wanted to find an easy way of showing each tiers and their progress.
Now with everything sketched and planned out, it’s only a matter of creating the appropriate assets for the shop.
Every shop needs someone running the place, so we had to think up a design for the shopkeeper.
Our final result with a pig-based character to represent to term “Greedy Pig”. Of course, there’s a little bit more behind the character’s concept, even if most of it is silly.
The character’s name is “Merch” to represent his job as a Merchant, full name being “Merch B. Ant”, the B standing for “Buy Something”. You were warned of the silly concept.
He also represents the typical store clerk who is a little bored and tired of their job, his attitude is brought on by the lack of business in his shop, however, his attitude is planned to change as more successful purchases are made.